2025-08-12 01:08:57 +00:00
|
|
|
class_name SceneManager extends Node2D
|
2025-09-23 01:30:18 +00:00
|
|
|
var bulletArray =[]
|
2025-08-12 01:08:57 +00:00
|
|
|
var totalAllowedBullets = 7
|
|
|
|
var bullet = preload("res://scenes/bullet.tscn")
|
2025-09-23 01:30:18 +00:00
|
|
|
var slime = preload("res://scenes/slime.tscn")
|
2025-08-19 01:10:32 +00:00
|
|
|
@onready var triggers: Node2D = $"../triggers"
|
2025-08-26 01:09:22 +00:00
|
|
|
@onready var coins: Node2D = $"../coins"
|
2025-09-23 01:30:18 +00:00
|
|
|
@onready var enemies: Node2D = $"../enemies"
|
|
|
|
@onready var player: Player = $"../Player"
|
|
|
|
|
2025-08-26 01:09:22 +00:00
|
|
|
|
2025-08-12 01:08:57 +00:00
|
|
|
|
|
|
|
# Called when the node enters the scene tree for the first time.
|
|
|
|
func _ready() -> void:
|
2025-09-23 01:30:18 +00:00
|
|
|
var loadObject = Gamecontroller.reset()
|
|
|
|
print("LOAD OBECT")
|
|
|
|
print(loadObject)
|
|
|
|
loadSceneInfo(loadObject)
|
2025-08-19 01:10:32 +00:00
|
|
|
if triggers:
|
|
|
|
for obj in triggers.get_children():
|
|
|
|
if obj is Trigger:
|
2025-09-23 01:30:18 +00:00
|
|
|
obj.areaTriggerSignal.connect(Gamecontroller._on_trigger)
|
|
|
|
if coins:
|
|
|
|
updateCoins()
|
|
|
|
|
|
|
|
if enemies:
|
|
|
|
updateEnemies()
|
|
|
|
|
|
|
|
Gamecontroller.destroySignal.connect(destroy)
|
|
|
|
Gamecontroller.levelChangeSignal.connect(changeScene)
|
|
|
|
Gamecontroller.playerDamageSignal.connect(player.handle_damage)
|
|
|
|
Gamecontroller.playerDeathSignal.connect(player.handle_death)
|
2025-08-19 01:10:32 +00:00
|
|
|
|
2025-09-23 01:30:18 +00:00
|
|
|
player.playerDeathCompleteSignal.connect(Gamecontroller.deathComplete)
|
|
|
|
|
|
|
|
func updateEnemies():
|
|
|
|
for obj in enemies.get_children():
|
|
|
|
if obj is Slime:
|
|
|
|
if not obj.playerDamageSignal.is_connected(Gamecontroller.playerAttacked):
|
|
|
|
obj.playerDamageSignal.connect(Gamecontroller.playerAttacked)
|
|
|
|
Gamecontroller.addEnemyToLevel(obj)
|
2025-08-12 01:08:57 +00:00
|
|
|
|
2025-09-23 01:30:18 +00:00
|
|
|
|
|
|
|
func updateCoins():
|
|
|
|
var coinCount = 0
|
|
|
|
for obj in coins.get_children():
|
2025-08-26 01:09:22 +00:00
|
|
|
if obj is Coin:
|
2025-09-23 01:30:18 +00:00
|
|
|
if not obj.coinCollectedSignal.is_connected(Gamecontroller.coinCollected):
|
|
|
|
obj.coinCollectedSignal.connect(Gamecontroller.coinCollected)
|
|
|
|
#connect tree exit
|
|
|
|
if not obj.tree_exited.is_connected(updateCoins):
|
|
|
|
obj.tree_exited.connect(updateCoins)
|
|
|
|
coinCount +=1
|
|
|
|
Gamecontroller.totalCoinCount(coinCount)
|
2025-08-26 01:09:22 +00:00
|
|
|
|
2025-08-12 01:08:57 +00:00
|
|
|
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
|
|
|
func _process(delta: float) -> void:
|
|
|
|
pass
|
2025-09-23 01:30:18 +00:00
|
|
|
|
2025-08-12 01:08:57 +00:00
|
|
|
# makes and recycles bullets
|
|
|
|
func bulletFactory():
|
|
|
|
var myBullet:Bullet
|
|
|
|
if bulletArray.size() < totalAllowedBullets:
|
2025-09-23 01:30:18 +00:00
|
|
|
#make a new bullet
|
2025-08-12 01:08:57 +00:00
|
|
|
myBullet = bullet.instantiate()
|
2025-09-23 01:30:18 +00:00
|
|
|
myBullet.bulletDamageSignal.connect(Gamecontroller.bulletDamage)
|
2025-08-12 01:08:57 +00:00
|
|
|
owner.add_child(myBullet)
|
|
|
|
else:
|
|
|
|
myBullet = bulletArray.pop_back()
|
2025-09-23 01:30:18 +00:00
|
|
|
|
2025-08-12 01:08:57 +00:00
|
|
|
bulletArray.push_front(myBullet)
|
|
|
|
return myBullet
|
|
|
|
|
|
|
|
func makeBullet(position, speed):
|
|
|
|
var someBullet = bulletFactory()
|
|
|
|
someBullet.setSpeed(speed)
|
2025-09-23 01:30:18 +00:00
|
|
|
# postition the bullet
|
2025-08-12 01:08:57 +00:00
|
|
|
someBullet.transform = position
|
2025-09-23 01:30:18 +00:00
|
|
|
|
|
|
|
func destroy(body):
|
|
|
|
body.queue_free()
|
|
|
|
func changeScene(level):
|
|
|
|
get_tree().call_deferred("change_scene_to_file", level)
|
|
|
|
func loadSceneInfo(loadObject)->void:
|
|
|
|
print("make the scene")
|
|
|
|
if loadObject.size()<1:
|
|
|
|
print("bailing out")
|
|
|
|
return
|
|
|
|
if enemies:
|
|
|
|
for obj in enemies.get_children():
|
|
|
|
if obj is Slime:
|
|
|
|
obj.queue_free()
|
|
|
|
#build and place save game badguys
|
|
|
|
var enemiesList = loadObject["enemies"]
|
|
|
|
for key in enemiesList:
|
|
|
|
print(enemiesList[key])
|
|
|
|
var badguy = slime.instantiate()
|
|
|
|
enemies.add_child(badguy)
|
|
|
|
badguy.global_position = enemiesList[key]["global_position"]
|
|
|
|
|